mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-01 13:59:22 +00:00
Added BadAnimatorFix manually
This commit is contained in:
parent
6b313bc7bd
commit
a123b91c4e
8 changed files with 390 additions and 0 deletions
52
BadAnimatorFix/BadAnimatorFix.cs
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52
BadAnimatorFix/BadAnimatorFix.cs
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using UnityEngine;
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using UnityEngine.Playables;
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namespace NAK.Melons.BadAnimatorFix;
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public class BadAnimatorFix : MonoBehaviour
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{
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private const float StateLimit = 20f;
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private Animator animator;
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private void Start()
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{
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animator = GetComponent<Animator>();
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}
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private void OnEnable() => BadAnimatorFixManager.Add(this);
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private void OnDisable() => BadAnimatorFixManager.Remove(this);
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public void AttemptRewindAnimator()
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{
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bool rewound = false;
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if (animator != null && animator.isActiveAndEnabled)
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{
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for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
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{
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
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AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
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// Skip if mid-transition
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if (transitionInfo.fullPathHash != 0) continue;
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// Skip if anim doesn't loop, or hasn't looped enough
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if (stateInfo.normalizedTime < StateLimit) continue;
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// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime
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float offset = 10f + (stateInfo.normalizedTime % 1f);
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animator.Play(stateInfo.fullPathHash, layerIndex, offset);
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rewound = true;
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}
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if (rewound)
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{
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PlayableExtensions.SetTime<Playable>(animator.playableGraph.GetRootPlayable(0), 0);
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}
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}
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if (BadAnimatorFixMod.EntryLogging.Value)
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{
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string message = rewound ? $"Rewound animator and playable {animator}." : $"Animator did not meet criteria to rewind {animator}.";
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BadAnimatorFixMod.Logger.Msg(message);
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}
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}
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}
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71
BadAnimatorFix/BadAnimatorFix.csproj
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71
BadAnimatorFix/BadAnimatorFix.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\..\FuckCohtml\FuckMetrics\ManagedLibs\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Aura2_Core">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Aura2_Core.dll</HintPath>
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</Reference>
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<Reference Include="cohtml.Net">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
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</Reference>
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<Reference Include="Cohtml.Runtime">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="MelonLoader">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
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</Reference>
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<Reference Include="SteamVR">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
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</Reference>
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<Reference Include="UIExpansionKit">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Postprocessing.Runtime">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
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</Reference>
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<Reference Include="Unity.TextMeshPro">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.TextMeshPro.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.AnimationModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.InputLegacyModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.PhysicsModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.VRModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.VRModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.XRModule">
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<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.XRModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<Target Name="Deploy" AfterTargets="Build">
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<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
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<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
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</Target>
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</Project>
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25
BadAnimatorFix/BadAnimatorFix.sln
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25
BadAnimatorFix/BadAnimatorFix.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.2.32630.192
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BadAnimatorFix", "BadAnimatorFix.csproj", "{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{36FB9A18-B03E-45F6-9EF5-A276D2FFFC2B}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {61C931D9-0377-4934-BF85-FCEB9A40547E}
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EndGlobalSection
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EndGlobal
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67
BadAnimatorFix/BadAnimatorFixManager.cs
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67
BadAnimatorFix/BadAnimatorFixManager.cs
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using ABI_RC.Core.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace NAK.Melons.BadAnimatorFix;
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public static class BadAnimatorFixManager
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{
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private static List<BadAnimatorFix> badAnimatorFixes = new List<BadAnimatorFix>();
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private static int currentIndex = 0;
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private static float checkInterval = 5f;
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public static void Add(BadAnimatorFix bad)
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{
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if (!badAnimatorFixes.Contains(bad))
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badAnimatorFixes.Add(bad);
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}
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public static void Remove(BadAnimatorFix bad)
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{
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if (badAnimatorFixes.Contains(bad))
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badAnimatorFixes.Remove(bad);
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}
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public static void OnPlayerLoaded()
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{
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ToggleJob(BadAnimatorFixMod.EntryEnabled.Value);
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}
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public static void OnSceneInitialized(string sceneName)
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{
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// Get all the animators in the loaded world
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var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
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.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
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foreach (var animator in allAnimators)
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{
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// Ignore objects that have our "fix", this shouldn't be needed but eh
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if (!animator.TryGetComponent<BadAnimatorFix>(out _))
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{
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animator.gameObject.AddComponent<BadAnimatorFix>();
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}
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}
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}
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private static void CheckNextAnimator()
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{
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if (badAnimatorFixes.Count == 0) return;
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currentIndex = (currentIndex + 1) % badAnimatorFixes.Count;
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BadAnimatorFix currentAnimatorFix = badAnimatorFixes[currentIndex];
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currentAnimatorFix.AttemptRewindAnimator();
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}
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public static void ToggleJob(bool enable)
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{
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var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == "CheckNextAnimator").Job;
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if (enable && job == null)
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{
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SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, checkInterval, -1);
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}
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else if (!enable && job != null)
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{
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SchedulerSystem.RemoveJob(job);
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}
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}
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}
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63
BadAnimatorFix/HarmonyPatches.cs
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63
BadAnimatorFix/HarmonyPatches.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Player;
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using HarmonyLib;
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using UnityEngine;
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namespace NAK.Melons.BadAnimatorFix.HarmonyPatches;
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internal static class AnimatorPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), "Start")]
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private static void Postfix_PlayerSetup_Start()
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{
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BadAnimatorFixManager.OnPlayerLoaded();
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRAvatar), "Start")]
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private static void Postfix_CVRAvatar_Start(CVRAvatar __instance)
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{
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if (!BadAnimatorFixMod.EntryCVRAvatar.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVRSpawnable), "Start")]
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private static void Postfix_CVRSpawnable_Start(CVRSpawnable __instance)
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{
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if (!BadAnimatorFixMod.EntryCVRSpawnable.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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// Set QM stuff
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[HarmonyPostfix]
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[HarmonyPatch(typeof(CVR_MenuManager), "Start")]
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private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance)
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{
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if (!BadAnimatorFixMod.EntryMenus.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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// Set MM stuff
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[HarmonyPostfix]
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[HarmonyPatch(typeof(ViewManager), "Start")]
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private static void Postfix_ViewManager_Start(ref ViewManager __instance)
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{
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if (!BadAnimatorFixMod.EntryMenus.Value) return;
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AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
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}
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private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
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{
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Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
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foreach (Animator animator in animators)
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{
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if (!animator.TryGetComponent<BadAnimatorFix>(out _))
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{
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animator.gameObject.AddComponent<BadAnimatorFix>();
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}
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}
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}
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}
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59
BadAnimatorFix/Main.cs
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59
BadAnimatorFix/Main.cs
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using MelonLoader;
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namespace NAK.Melons.BadAnimatorFix;
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public class BadAnimatorFixMod : MelonMod
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{
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internal static MelonLogger.Instance Logger;
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public const string SettingsCategory = "BadAnimatorFix";
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public static readonly MelonPreferences_Category CategoryBadAnimatorFix = MelonPreferences.CreateCategory(SettingsCategory);
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public static readonly MelonPreferences_Entry<bool> EntryEnabled =
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CategoryBadAnimatorFix.CreateEntry("Enabled", true, description: "Toggle BadAnimatorFix entirely. Requires avatar/spawnable/world reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRAvatar =
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CategoryBadAnimatorFix.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
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CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
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public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
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CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
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public static readonly MelonPreferences_Entry<bool> EntryMenus =
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CategoryBadAnimatorFix.CreateEntry("Add to Menus", true, description: "Should BadAnimatorFix run for QM & MM? Requires game restart.");
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public static readonly MelonPreferences_Entry<bool> EntryLogging =
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CategoryBadAnimatorFix.CreateEntry("Debugging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnEnabled);
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ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
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}
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public override void OnSceneWasInitialized(int buildIndex, string sceneName)
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{
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if (!EntryCVRWorld.Value) return;
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BadAnimatorFixManager.OnSceneInitialized(sceneName);
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}
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private void OnEnabled(object arg1, object arg2)
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{
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BadAnimatorFixManager.ToggleJob(EntryEnabled.Value);
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}
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private void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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Logger.Msg($"Failed while patching {type.Name}!");
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Logger.Error(e);
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}
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}
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}
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30
BadAnimatorFix/Properties/AssemblyInfo.cs
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30
BadAnimatorFix/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.Melons.BadAnimatorFix.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.Melons.BadAnimatorFix))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.Melons.BadAnimatorFix))]
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[assembly: MelonInfo(
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typeof(NAK.Melons.BadAnimatorFix.BadAnimatorFixMod),
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nameof(NAK.Melons.BadAnimatorFix),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidOnSteam/BadAnimatorFix"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.Melons.BadAnimatorFix.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.0";
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public const string Author = "NotAKidoS";
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}
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23
BadAnimatorFix/format.json
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23
BadAnimatorFix/format.json
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{
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"_id": -1,
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"name": "BadAnimatorFix",
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"modversion": "1.0.0",
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"gameversion": "2022r170",
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"loaderversion": "0.5.7",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "This mod occasionally rewinds animation states that have loop enabled.\n\nUnity seems to have a weird quirk where *sometimes* animations with loop cause performance issues after running for a long time.\nYou'll only start to notice this after a few hours to a few days of idling.\n\nIf you don't happen to be AFK for long periods of time, you probably don't need this mod. This issue seems to be primarily caused by one-two frame animation clips meant for toggles with loop needlessly enabled.",
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"searchtags": [
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"bad",
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"fix",
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"animator",
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"loop"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/releases/download/v1.0.0/BadAnimatorFix.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/",
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"changelog": "Initial Release",
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"embedcolor": "7F3F99"
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}
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